protected override void CalculateRngHelper() { int rarePosition = -1; int rarePositionCuffs = -1; bool rareSteal = false; bool rareStealCuffs = false; _futureRng = new StealFutureRng(); // Use these variables to check for first punch combo ComboFound = false; ComboPosition = -1; uint firstRngVal = DisplayRng.genrand(); uint secondRngVal = DisplayRng.genrand(); uint thirdRngVal = DisplayRng.genrand(); // We want to preserve the character index, since this loop is just for display: int indexStatic = Group.GetIndex(); Group.ResetIndex(); int start = GetLoopStartIndex(); int end = start + HealVals.Count + FutureRngPositionsToCalculate; for (int index = start; index < end; index++) { // Index starting at 0 LoopIndex = index - start; // Get the heal value once int currentHeal = Group.GetHealValue(firstRngVal); int nextHeal = Group.PeekHealValue(secondRngVal); // Set the next expected heal value if (index == start + HealVals.Count - 1 || index == 1) { NextHealValue = nextHeal; } // Advance the RNG before starting the loop in case we want to skip an entry uint firstRngValTemp = firstRngVal; uint secondRngValTemp = secondRngVal; uint thirdRngValTemp = thirdRngVal; firstRngVal = secondRngVal; secondRngVal = thirdRngVal; thirdRngVal = DisplayRng.genrand(); // Skip the entry if it's too long ago if (LoopIndex < HealVals.Count - HistoryToDisplay) { continue; } // Start actually collating data StealFutureRngInstance newRngInstance = new StealFutureRngInstance(); // check if we are calculating past RNG if (index < start + HealVals.Count) { newRngInstance.IsPastRng = true; } // Set useful information newRngInstance.Index = index; newRngInstance.CurrentHeal = currentHeal; newRngInstance.RandToPercent = Utils.RandToPercent(firstRngValTemp); newRngInstance.Lv99RedChocobo = firstRngValTemp < 0x1000000; // Handle stealing newRngInstance.NormalReward = Steal.CheckSteal2( firstRngValTemp, secondRngValTemp, thirdRngValTemp); newRngInstance.CuffsReward = Steal.CheckStealCuffs2( firstRngValTemp, secondRngValTemp, thirdRngValTemp); // Stealing directions CalculateStealDirections(firstRngValTemp, false, ref rareSteal, ref rarePosition); CalculateStealDirections(firstRngValTemp, true, ref rareStealCuffs, ref rarePositionCuffs); // Check for combo during string of punches CheckForCombo(firstRngValTemp); _futureRng.AddNextRngInstance(newRngInstance); } WriteStealDirectionsInfo(rarePosition, rarePositionCuffs); AttacksBeforeNextCombo = ComboPosition; Group.SetIndex(indexStatic); }
protected override void CalculateRngHelper() { foreach (Chest chest in _chests) { chest.ResetSpawnInfo(); } _futureRng = new ChestFutureRng(); // Use these variables to check for first punch combo ComboFound = false; ComboPosition = -1; uint firstRngVal = DisplayRng.genrand(); uint secondRngVal = DisplayRng.genrand(); // We want to preserve the character index, since this loop is just for display: int indexStatic = Group.GetIndex(); Group.ResetIndex(); int start = GetLoopStartIndex(); int end = start + HealVals.Count + FutureRngPositionsToCalculate; for (int index = start; index < end; index++) { // Index starting at 0 LoopIndex = index - start; // Get the heal value once int currentHeal = Group.GetHealValue(firstRngVal); int nextHeal = Group.PeekHealValue(secondRngVal); // Set the next expected heal value if (index == start + HealVals.Count - 1 || index == 1) { NextHealValue = nextHeal; } // Advance the RNG before starting the loop in case we want to skip an entry uint firstRngValTemp = firstRngVal; uint secondRngValTemp = secondRngVal; firstRngVal = secondRngVal; secondRngVal = DisplayRng.genrand(); // Skip the entry if it's too long ago if (LoopIndex < HealVals.Count - HistoryToDisplay) { continue; } //Start actually collating data ChestFutureRngInstance newRngInstance = new ChestFutureRngInstance(_chests.Count); // check if we are in calculating past RNG if (index < start + HealVals.Count) { newRngInstance.IsPastRng = true; } // Set useful information newRngInstance.Index = index; newRngInstance.CurrentHeal = currentHeal; newRngInstance.RandToPercent = Utils.RandToPercent(firstRngValTemp); // Handle chest spawns for (int i = 0; i < _chests.Count; i++) { Chest chest = _chests.ElementAt(i); ChestReward reward = newRngInstance.ChestRewards.ElementAt(i); if (chest.CheckSpawn(firstRngValTemp)) { HandleChestSpawn(chest, reward); } } // Handle gil and item rewards for (int i = 0; i < _chests.Count; i++) { Chest chest = _chests.ElementAt(i); ChestReward reward = newRngInstance.ChestRewards.ElementAt(i); // Check if gil if (chest.CheckIfGil(firstRngValTemp)) { HandleGilReward(chest, reward, secondRngValTemp); } // Handle item reward else { HandleItemReward(chest, reward, secondRngValTemp); } } // Check for combo during string of punches CheckForCombo(firstRngValTemp); _futureRng.AddNextRngInstance(newRngInstance); } WriteAdvanceDirectionsInfo(); AttacksBeforeNextCombo = ComboPosition; Group.SetIndex(indexStatic); }
protected override void CalculateRngHelper() { foreach (Monster monster in _monsters) { monster.ResetSpawnInfo(); } _futureRng = new SpawnFutureRng(); List <List <int> > lastNBeforeM = InitializeMatrix(); // Use these variables to check for first punch combo ComboFound = false; ComboPosition = -1; uint firstRngVal = DisplayRng.genrand(); uint secondRngVal = DisplayRng.genrand(); // We want to preserve the character index, since this loop is just for display: int indexStatic = Group.GetIndex(); Group.ResetIndex(); int start = GetLoopStartIndex(); int end = start + HealVals.Count + FutureRngPositionsToCalculate; for (int index = start; index < end; index++) { // Index starting at 0 LoopIndex = index - start; // Get the heal value once int currentHeal = Group.GetHealValue(firstRngVal); int nextHeal = Group.PeekHealValue(secondRngVal); // Set the next expected heal value if (index == start + HealVals.Count - 1 || index == 1) { NextHealValue = nextHeal; } // Advance the RNG before starting the loop in case we want to skip an entry uint firstRngValTemp = firstRngVal; firstRngVal = secondRngVal; secondRngVal = DisplayRng.genrand(); // Skip the entry if it's too long ago if (LoopIndex < HealVals.Count - HistoryToDisplay) { continue; } //Start actually collating data SpawnFutureRngInstance newRngInstance = new SpawnFutureRngInstance(_monsters.Count); // check if we are in calculating past RNG if (index < start + HealVals.Count) { newRngInstance.IsPastRng = true; } // Set useful information newRngInstance.Index = index; newRngInstance.CurrentHeal = currentHeal; float spawnChance = newRngInstance.SpawnChance = (float)firstRngValTemp / Monster.RareSpawnValue; newRngInstance.RawRngValue = firstRngValTemp; CalculateMonsterSpawns(spawnChance, newRngInstance); CalculateLastNBeforeMMatrix(lastNBeforeM, spawnChance); CheckForCombo(firstRngValTemp); _futureRng.AddNextRngInstance(newRngInstance); } _futureRng.SetLastNBeforeMMatrix(lastNBeforeM); WriteSpawnDirectionsInfo(); AttacksBeforeNextCombo = ComboPosition; Group.SetIndex(indexStatic); }